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code cleanup
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2 changed files with 0 additions and 33 deletions
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@ -11,37 +11,6 @@
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#include <glm/glm.hpp>
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#include "VoxelProjectedShadow.h"
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//
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// depth of polygon is distance from camera to closest point on 3d voxel
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// this works because voxels are axis aligned and therefore other voxels
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// can only be as close as that if they are on the same axis
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//
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// scanning octree in "closest" order...
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// for each node
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// polygon = getShadow(node)
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// isOccluded = coverageMap->isOccluded(polygon)
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// if (!isOccluded)
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// coverageMap->add(polygon)
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// sendList->add(node)
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// else
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// don't need to send or remember
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// end each
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// adding to coverage map....
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//
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// at each level of quadtree
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// store a list of polygons whose bounding box fit in the bb of the quad but not a smaller quad
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// also store 4 smaller quad trees
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//
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// is it true, that only polygons from higher in the quad tree can occlude a polygon?
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// YES - I believe so, because polygon that occluded all the points of the potential occludee
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// would have a bounding box that couldn't fit in a lower level of the quad tree
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//
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//
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class CoverageMap {
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public:
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@ -130,8 +130,6 @@ bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm
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(d4 == 0 && isOnSegment(r1p1.x, r1p1.y, r1p2.x, r1p2.y, r2p2.x, r2p2.y));
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}
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// I want these to be inlined for performance
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bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk) {
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return (xi <= xk || xj <= xk) && (xk <= xi || xk <= xj) &&
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(yi <= yk || yj <= yk) && (yk <= yi || yk <= yj);
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